/Engine/Source/Runtime/MovieScene/Public/EntitySystem/IMovieSceneTaskScheduler.h
Typedef for a pointer that is relative to another. For most component data this is relative either to theFEntityAllocationitself, or FEntityAllocation::ComponentData Using a relative ptr for these allows us to store the same information with half of the memory (or 1/4 if we were able to use uint16 - I've used uint32 for safety here)
typedef [TRelativePtr](API\Runtime\MovieScene\EntitySystem\TRelativePtr)< void, uint32 > FPreLockedDataPtr